kurgut Posted May 16, 2021 Share Posted May 16, 2021 (edited) Hi, I would like to reduce a bit the ship effect that sounds like the hull and the fuselage/structure is crackling. I find it happen a bit too much to my liking, also I would to lower the sound volume a bit. I'm not sure, but I think it happens when applying high g forces to the vessel. I looked through the config but I'm not confident in which settings to change.. Thank you ! Edited May 16, 2021 by kurgut Quote Link to comment Share on other sites More sharing options...
Kerdel Posted June 1, 2021 Share Posted June 1, 2021 Hi! I quickly tested this mod in 1.11.2 and it sounds amazing, gives a lot more life to the engines. I wonder what makes this mod WIP? Are only a few engines or wheels fully done or wanting to add more features? Lastly, Ckan says it's for version "1.10.99" max, does this mod need an update still for 1.11.2 to work fully?' thanks in advance! Quote Link to comment Share on other sites More sharing options...
610yesnolovely Posted June 8, 2021 Share Posted June 8, 2021 (edited) On 6/1/2021 at 12:54 AM, Kerdel said: Hi! I quickly tested this mod in 1.11.2 and it sounds amazing, gives a lot more life to the engines. I wonder what makes this mod WIP? Are only a few engines or wheels fully done or wanting to add more features? Lastly, Ckan says it's for version "1.10.99" max, does this mod need an update still for 1.11.2 to work fully?' thanks in advance! I've been using on 1.11.2, though I just re-started a new career, and everything seems to be working. Definitely is a great improvement on stock sounds, especially if you fly IVA. Edited June 8, 2021 by 610yesnolovely Quote Link to comment Share on other sites More sharing options...
Errol Posted June 15, 2021 Share Posted June 15, 2021 (edited) On 1/25/2021 at 12:53 PM, ensou04 said: I'm currently working on a blacklist system for sound sources so other people don't have to change their mod but: What you could do is to make sure that your audiosources has "bypassListenerEffects" set to true so that it ignores all the effects from RSE. The blacklist system I'm going to implement pretty much behaves in the same way. Did anything ever come of this idea? I think that this is also muffling sound track editor...all my nice ambient space music is bass only now Edited June 15, 2021 by Errol Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted July 5, 2021 Share Posted July 5, 2021 (edited) Im noticing that with rockets with alot of engines the sound is... rough. Tried playing with the audio limiter, but that doesnt seem to help much. It sounds like each audio file is playing on top of eachother and its just an incredible white noise. Any possible solution? Edited July 5, 2021 by Motokid600 Quote Link to comment Share on other sites More sharing options...
Maxxim Posted July 12, 2021 Share Posted July 12, 2021 (edited) The list of mods I have all work fine, and the RCS adds impressive sounds. The problem is the RCS makes my subwoofer & desktop speakers wake the neighbors but all the other mods are "MOD-ulated" to have reasonable and similar volumes and RCS breaks the immersion when it explodes out of my house into the neighborhood. Too much boom boom for what is expected to be gases released from a valve.. I cant find any tutorial how to find config. But if I find it, then I need the rest of the tutorial to help me get to the finish line as well.. Dont assume any terminology is familiar to the beginner.. define every technical term before saying " go do such n such". I am using CKAN since this past year, still a beginner in that too Edited July 12, 2021 by Maxxim Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted July 15, 2021 Share Posted July 15, 2021 Suggestion: Add generic sound settings for wheels and landing gear added by mods! Thanks. Quote Link to comment Share on other sites More sharing options...
Maxxim Posted July 16, 2021 Share Posted July 16, 2021 4 hours ago, Dominiquini said: Suggestion: Add generic sound settings for wheels and landing gear added by mods! Thanks. Are you able to provide the link to a working solution (assuming you referred to my post)? Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted July 16, 2021 Share Posted July 16, 2021 (edited) 18 minutes ago, Maxxim said: Are you able to provide the link to a working solution (assuming you referred to my post)? No. I'm suggesting that the maintainer add default sounds for all wheels and landing gears, to work with any mod! Sorry if my post got confused! I found a bug: The engine sounds became completely silent. All other sounds works, including the engine ignition! But the engine burn don't make any sound, even in the atmosphere! KSP.log: https://www.dropbox.com/s/7b5w9yto542lg7q/KSP(RSE).log?dl=0 Player.log: https://www.dropbox.com/s/51w03swm2ql02e2/Player(RSE).log?dl=0 * To restore sound, I had to close the game and open it again! Thanks. Edited July 16, 2021 by Dominiquini Quote Link to comment Share on other sites More sharing options...
ensou04 Posted July 26, 2021 Author Share Posted July 26, 2021 (edited) Hi! It's been a while but I'm back to continue working on this. Lemme just catch up and see what's up: On 6/1/2021 at 3:54 PM, Kerdel said: Hi! I quickly tested this mod in 1.11.2 and it sounds amazing, gives a lot more life to the engines. I wonder what makes this mod WIP? Are only a few engines or wheels fully done or wanting to add more features? Lastly, Ckan says it's for version "1.10.99" max, does this mod need an update still for 1.11.2 to work fully?' thanks in advance! It's still WIP because I'm still looking for a better solution for the Audio Limiter and the overall loudness of each engine still has to be balanced. On 7/16/2021 at 5:08 AM, Dominiquini said: Suggestion: Add generic sound settings for wheels and landing gear added by mods! Thanks. For these, modders can use the existing sounds effects and system provided by the mod via config. although we could work on an overall patch config that applies the new sound effects to most mods. Unfortunately i cant do this alone i can only work on the Mod itself, the sounds effects and Stock with some exceptions like ReStock. On 7/16/2021 at 9:25 AM, Dominiquini said: No. I'm suggesting that the maintainer add default sounds for all wheels and landing gears, to work with any mod! Sorry if my post got confused! I found a bug: The engine sounds became completely silent. All other sounds works, including the engine ignition! But the engine burn don't make any sound, even in the atmosphere! KSP.log: https://www.dropbox.com/s/7b5w9yto542lg7q/KSP(RSE).log?dl=0 Player.log: https://www.dropbox.com/s/51w03swm2ql02e2/Player(RSE).log?dl=0 * To restore sound, I had to close the game and open it again! Thanks. I'll take a look into this and find some new errors. thank you for reporting! Edited July 26, 2021 by ensou04 Quote Link to comment Share on other sites More sharing options...
coyotesfrontier Posted August 8, 2021 Share Posted August 8, 2021 @ensou04, can we see compatibility with Soundtrack Editor Forked in the future? (and by extension, the KSP original score project?). Currently, music from that mod has its volume lowered in space like other sounds, forcing me to turn it up to really high levels to hear it (and making the KSC birdsong loop extremely loud in the process). Quote Link to comment Share on other sites More sharing options...
hermano Posted August 8, 2021 Share Posted August 8, 2021 (edited) @Errol @coyotesfrontier A stopgap measure has been posted before in this thread. Disable muffling of RSE and install audio muffler redux for muffling. This works fine with soundtrack editor. Solving this problem in RSE would be nice, though. @ensou04 I just learned that Waterfall adds its own sound effects after RSE. Here is a small patch that should resolve the issue: removes Waterfalls sound and smoke trails Spoiler @PART[*]:HAS[@MODULE[RSE_Engines],@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&Waterfall]:FINAL { !EFFECTS {} } I assume removing all effects is fine as both stock waterfall effects and waterfall restock do this with all changed parts as well. Edit: There seems to be no generic solution for all engines that doesn't remove the smoke trails, so her are effort-patches for StockWaterfallEffects: Spoiler // Stock Waterfall Effects rocket engines @PART[microEngine_v2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-ant-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[LiquidEngineLV-TX87]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-bobcat-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[LiquidEngineLV-T91]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-cheetah-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[LiquidEngineRV-1]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-cub-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[toroidalAerospike]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-dart-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[ionEngine]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-dawn-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[LiquidEngineRK-7]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-kodiak-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[liquidEngineMainsail_v2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-mainsail-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[Size3EngineCluster]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-mammoth-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[LiquidEngineKE-1]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-mastodon-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[nuclearEngine]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-nerv-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[liquidEngine2-2_v2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-poodle-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[omsEngine]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-puff-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[liquidEngine]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-reliant-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[Size3AdvancedEngine]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-rhino-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[LiquidEngineRE-I2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-skiff-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[engineLargeSkipper_v2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-skipper-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[liquidEngineMini_v2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-spark-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[radialEngineMini_v2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-spider-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[liquidEngine2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-swivel-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[liquidEngine3_v2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-terrier-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[radialLiquidEngine1-2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-thud-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[Size2LFB_v2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-twinboar-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[smallRadialEngine_v2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-twitch-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[SSME]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-vector-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[LiquidEngineRE-J10]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&StockWaterfallEffects]:AFTER[StockWaterfallEffects] { @EFFECTS{@fx-wolfhound-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } and WaterfallRestock: Spoiler // Waterfall Restock stock rocket engines @PART[engineLargeSkipper_v2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-skipper-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[ionEngine]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@IonPlume{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[LiquidEngineKE-1]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-mastodon-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[liquidEngineMainsail_v2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-mainsail-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[liquidEngineMini_v2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-spark-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[liquidEngine2-2_v2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-poodle-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[LiquidEngineRE-I2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-skiff-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[LiquidEngineRE-J10]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-wolfhound-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[liquidEngine]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-reliant-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[LiquidEngineRK-7]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-kodiak-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[LiquidEngineRV-1]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-cub-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[liquidEngine2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-swivel-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[liquidEngine3_v2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-terrier-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[Size2LFB]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-twinboar-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[Size2LFB_v2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-twinboar-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[microEngine_v2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-ant-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[nuclearEngine]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-nerv-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[omsEngine]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-puff-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[radialEngineMini_v2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-spider-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[Size3AdvancedEngine]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-rhino-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[Size3EngineCluster]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-mammoth-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[smallRadialEngine_v2]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-twitch-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } @PART[SSME]:HAS[@MODULE[RSE_Engines]&@MODULE[ModuleWaterfallFX]]:NEEDS[RocketSoundEnhancement&WaterfallRestock]:AFTER[WaterfallRestock] { @EFFECTS{@fx-vector-running{!AUDIO{}}} @EFFECTS{@engage{!AUDIO{}}} @EFFECTS{@disengage{!AUDIO{}}} @EFFECTS{@flameout{!AUDIO{}}} } Edited August 11, 2021 by hermano Quote Link to comment Share on other sites More sharing options...
610yesnolovely Posted August 10, 2021 Share Posted August 10, 2021 On 8/8/2021 at 4:16 PM, hermano said: @ensou04 I just learned that Waterfall adds its own sound effects after RSE. Here is a small patch that should resolve the issue: @PART[*]:HAS[@MODULE[RSE_Engines]]:NEEDS[RocketSoundEnhancement&Waterfall]:FINAL { !EFFECTS {} } I assume removing all effects is fine as both stock waterfall effects and waterfall restock do this with all changed parts as well. For clarification, is this the solution to rocket sounds disappearing? I've had this once out of ten or so games running RSE on 1.12.1 (with lots of other mods including Waterfall). Quote Link to comment Share on other sites More sharing options...
hermano Posted August 10, 2021 Share Posted August 10, 2021 10 hours ago, 610yesnolovely said: For clarification, is this the solution to rocket sounds disappearing? I've had this once out of ten or so games running RSE on 1.12.1 (with lots of other mods including Waterfall). Probably not. RSE removes the stock sound modules (and real plumes), then add its own custom module. Waterfall then adds the stock modules with new sounds afterwards. The above patch removes the stock sound effect modules again. Without the patch RSE and Waterfall sound probably play at the same time for engines that have both effects set. I really don't know which side effects this may have. Quote Link to comment Share on other sites More sharing options...
ensou04 Posted August 11, 2021 Author Share Posted August 11, 2021 20 hours ago, hermano said: Probably not. RSE removes the stock sound modules (and real plumes), then add its own custom module. Waterfall then adds the stock modules with new sounds afterwards. The above patch removes the stock sound effect modules again. Without the patch RSE and Waterfall sound probably play at the same time for engines that have both effects set. I really don't know which side effects this may have. Yeah i've encountered this as well, Thanks for providing some configs to make Waterfall compatible with RSE. I'll make sure to add it later. On 8/8/2021 at 4:20 PM, coyotesfrontier said: @ensou04, can we see compatibility with Soundtrack Editor Forked in the future? (and by extension, the KSP original score project?). Currently, music from that mod has its volume lowered in space like other sounds, forcing me to turn it up to really high levels to hear it (and making the KSC birdsong loop extremely loud in the process). This should be fixed once RSE has a more robust blacklisting system. But for now, you could disable RSE's Audio Muffling and just use Audio Muffler Redux Status Report on the mod, so far nothing is broken. for Issues with sounds disappearing that is most likely caused by too many sound sources in the game, this is a hard limit with Unity and I dont know if I have a solution for this. on another hand, I might just remove the Sound Limiter until I find a better solution because its causing issues like undesirable crackling. Maybe I'll push an update within this month, I'm not sure. Also should I compile the mod against the latest version of KSP? Quote Link to comment Share on other sites More sharing options...
610yesnolovely Posted August 11, 2021 Share Posted August 11, 2021 11 hours ago, ensou04 said: Yeah i've encountered this as well, Thanks for providing some configs to make Waterfall compatible with RSE. I'll make sure to add it later. This should be fixed once RSE has a more robust blacklisting system. But for now, you could disable RSE's Audio Muffling and just use Audio Muffler Redux Status Report on the mod, so far nothing is broken. for Issues with sounds disappearing that is most likely caused by too many sound sources in the game, this is a hard limit with Unity and I dont know if I have a solution for this. on another hand, I might just remove the Sound Limiter until I find a better solution because its causing issues like undesirable crackling. Maybe I'll push an update within this month, I'm not sure. Also should I compile the mod against the latest version of KSP? Thanks for explaining the disappearing sound - I think it's actually a general game issue. I may have imagined it, but I'm sure I read about it on another mod or perhaps it's related to this fix in 1.12.2: * Fix the ship engine volume setting not being applied in flight. Love using this mod, as I play a lot in IVAs(planes and rockets) - even when not, it's so much cooler sounding. Definitely update to 1.12.2 - given that 1.12.x will be the last release, then you can retire to the beach in the Kahamas :-) Quote Link to comment Share on other sites More sharing options...
GuardianOne Posted September 9, 2021 Share Posted September 9, 2021 (edited) Not sure if i did something wrong on download. but it seems like this "sound library" didn't load in for me as i downloaded the mod. installed it into my gamedata folder, and it seemed to have added nothing except for the engine shutdown effect on a very small amount of engines. The sound is very very cool based on the provided video, and i would love to hear it in game, i just don't know what i did wrong. Any and all help is appreciated. Edit: And to clarify i am running an (almost) stock game, with my other mod being Parallax and its dependencies. Edited September 9, 2021 by GuardianOne Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted September 15, 2021 Share Posted September 15, 2021 @ensou04 first off I love this mod but it doesn’t work at all in 1.12. It just gets rid of all sound entirely. I can get you a log if you want. Quote Link to comment Share on other sites More sharing options...
jefferyharrell Posted September 16, 2021 Share Posted September 16, 2021 19 hours ago, SpaceFace545 said: @ensou04 first off I love this mod but it doesn’t work at all in 1.12. It just gets rid of all sound entirely. I can get you a log if you want. For what it's worth, I'm using it in 1.12.2 and it works great for me. Maybe you have a mod conflict or something? Quote Link to comment Share on other sites More sharing options...
GuardianOne Posted September 20, 2021 Share Posted September 20, 2021 (edited) On 9/16/2021 at 2:03 PM, jefferyharrell said: For what it's worth, I'm using it in 1.12.2 and it works great for me. Maybe you have a mod conflict or something? I was in 1.12.2, again only had that downloaded and a visual mod that changes no sounds, so if SpaceFace545 is in the same boat I'm in, it doesn't have to do with conflict. What I'm wondering is, if everything is bundled in the download, or if there is some kind of missing dependency. EDIT: Got it to work! you dont download directly from the download link. Instead you need to go to the source code and download it from there. The direct download link contains the mod, but does not have any of the sounds that the program uses, hence why there are no sounds with a completely stock game. Edited September 20, 2021 by GuardianOne Quote Link to comment Share on other sites More sharing options...
lBoBl Posted October 14, 2021 Share Posted October 14, 2021 (edited) I have the same problem with the mod just removing spacecraft sound entirely in 1.12 I updated from 1.11 keeping most of my mods and not adding any new ones, so I don't think that it's a mod conflict. EDIT : weirdly, restarting the game fixed the issue. Edited October 14, 2021 by lBoBl Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 2, 2021 Share Posted November 2, 2021 There should be a proper SpaceDock download or a fixed GitHub download. Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted November 2, 2021 Share Posted November 2, 2021 7 hours ago, Gordon Dry said: There should be a proper SpaceDock download or a fixed GitHub download. that would be nice but the mod is severely broken and the dev hasn't done much for about a year now Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 2, 2021 Share Posted November 2, 2021 12 minutes ago, SpaceFace545 said: that would be nice but the mod is severely broken and the dev hasn't done much for about a year now Did you do what GuardianOne suggested above and is it still broken then? Quote Link to comment Share on other sites More sharing options...
Guest Posted November 2, 2021 Share Posted November 2, 2021 (edited) 11 minutes ago, Gordon Dry said: Did you do what GuardianOne suggested above and is it still broken then? Installing it with CKAN works fine, unless you have Stock Waterfall Effects. I've tried making them both compatible but to no avail (I love Stock Waterfall Effects visual effects but no it's sounds. Jet sounds continued and RSE are better in that regard) Edited November 2, 2021 by Firebird989 Quote Link to comment Share on other sites More sharing options...
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